r.RayTracing.Geometry.SkeletalMeshes.LODBias
r.RayTracing.Geometry.SkeletalMeshes.LODBias
#Overview
name: r.RayTracing.Geometry.SkeletalMeshes.LODBias
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Global LOD bias for skeletal meshes in ray tracing.\nWhen non-zero, a different LOD level other than the predicted LOD level will be used for ray tracing. Advanced features like morph targets and cloth simulation may not work properly.\nFinal LOD level to use in ray tracing is the sum of this global bias and the bias set on each skeletal mesh asset.
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SkeletalMesh.cpp:126
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarRayTracingSkeletalMeshLODBias(
TEXT("r.RayTracing.Geometry.SkeletalMeshes.LODBias"),
0,
TEXT("Global LOD bias for skeletal meshes in ray tracing.\n")
TEXT("When non-zero, a different LOD level other than the predicted LOD level will be used for ray tracing. Advanced features like morph targets and cloth simulation may not work properly.\n")
TEXT("Final LOD level to use in ray tracing is the sum of this global bias and the bias set on each skeletal mesh asset."),
ECVF_RenderThreadSafe);
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SkeletalRenderGPUSkin.cpp:75
Scope (from outer to inner):
file
function static int32 GetRayTracingSkeletalMeshGlobalLODBias
Source code excerpt:
{
static const TConsoleVariableData<int32>* const RayTracingSkeletalMeshLODBiasVar =
IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.RayTracing.Geometry.SkeletalMeshes.LODBias"));
return !RayTracingSkeletalMeshLODBiasVar ? 0 :
FMath::Max(0, RayTracingSkeletalMeshLODBiasVar->GetValueOnAnyThread()); // Only allows positive bias to narrow cloth mapping requirements
}
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